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Table 1 Summary of study characteristics

From: A Skill Acquisition Perspective on the Impact of Exergaming Technology on Foundational Movement Skill Development in Children 3–12 Years: A Systematic Review and Meta-analysis

Reference (author, year, country)

Design and setting

Sample size, age and sex

Program duration

Device/game used in the intervention

Intervention content

FMS measures

Barnett et al. [36],

Australia

Randomized controlled trial (RCT [pre–post]),

after school setting

n = 95

6.2 ± 1.0 y

55% girls

45% boys

6 weeks,

1 day/week

60 min/session

Total of 360 min

Nintendo Wii:

sports active video games that require the use of object control skills

Participants interacted with the software via a handheld controller

Experimental group (EXP): Participants selected and played a Nintendo Wii sport game, in pairs (bowling, frisbee and/or disk golf, table tennis, tennis). A different set of games was offered each fortnight. Two research assistants supervised each session, without providing any coaching tips

Control group (CON): no practice

Object control skills (striking stationary ball, stationary dribble, kicking, catching, overhand throwing, underhand rolling) assessed with TGMD-2

Each item received a score of 1 (or 0) if correctly (or not) executed based on standard movement criteria

Gao et al. [34],

United States

Non-randomized trial (pre–post),

school setting

n = 65,

4.5 ± 0.5 y

51% girls

49% boys

8 weeks,

5 days/week,

20 min/session

Total of 800 min

Nintendo Wii and Xbox Kinect: dance and whole-body activities (Wii Just Dance for Kids, Wii Nickelodeon Fit, Xbox Kinect Just Dance for Kids)

Participants interacted with the software via a handheld controller

EXP: participants played the exergames individually, in pairs or in group. A teacher or research assistant supervised each session, ensuring continuous game play

CON: participants engaged in self-selected physical activities during recess (e.g., chasing and tag)

Locomotor (running, hopping and jumping) and object control skills (throwing and kicking) assessed with TGMD-2

Each item received a score of 1 (or 0) if correctly (or not) executed based on standard movement criteria

Hsiao & Chen [41],

Taiwan

Non-randomized trial (pre–post),

school setting

n = 105,

3–6 y

47% girls

53% boys

1 day

40 min session

ASUS Xtion PRO:

custom-made “goalkeeping” game

Participants interacted with the software via their body movement (sensors captured children’s motion)

EXP: participants caught a virtual ball in different conditions

CON: participants practiced in pairs catch and throw with the traditional instructor-led approach

Whole-body coordination (tapping a balloon to keep it in the air for as long as possible) assessed with a custom-made test

Johnson et al. [37],

Australia

RCT (pre–post),

school setting,

lunch break

n = 36,

6–10 y

47% girls

53% boys

6 weeks,

1 day/week

50 min/session

Total of 300 min

Xbox Kinect: sports active video games that require the use of object control skills (Kinect Sports Season 1,2; Sports Rivals)

Participants interacted with the software via their body movement

EXP: participants chose two to three sport games to play each session in the school media room; week 1 games: tennis, table tennis, baseball; week 2 games: baseball, golf; week 3 games: table tennis, soccer; week 4 games: golf, beach volleyball; week 5 games: tennis, baseball, golf; week 6: children were given opportunity to choose their game

Not specified how the sessions were supervised

CON: no practice

Object control skills (two-hand strike, one-hand strike, ball bounce, catch, kick, underarm throw, overarm throw) assessed with TGMD-3 and a custom-made golf test

Each item received a score of 1 (or 0) if correctly (or not) executed based on standard movement criteria

Mombarg et al.[33], Netherlands

RCT (pre–post),

school setting, lunch break

n = 29

7–12 y

21% girls

79% boys

6 weeks,

3 days/week,

30 min/session

Total of 540 min

Nintendo Wii: Wii Fit Plus

Participants interacted with the software via a handheld controller and a balance board

EXP: participants chose and practiced 3 to 5 balance games in each session, for a total of 18 games throughout the intervention. The difficulty of each game was continuously and automatically adjusted

A physical therapist supervised the sessions

CON: no practice

Balance (dynamic and static) and balance-related skills assessed with M-ABC-2 and BOT-2 based on standard movement criteria

Sheehan & Katz [40], Canada

Cluster-randomized trial (pre–post),

school setting,

PE classes

n = 65

7–9 y

57% girls

43% boys

6 weeks,

3 days/week,

30 min/session

Total of 540 min

Nintendo Wii: Wii Fit Plus

Participants interacted with the software via a handheld controller and a balance board

EXP: participants practiced a list of activities on agility, balance and coordination from the Wii Fit Plus. The list of activities was of increase task difficulty and was designed to specifically improve balance. A PE specialist supervised the sessions

CON1: participants practiced activities on agility, balance and coordination. A PE specialist ran the sessions

CON2: participants practiced the regular PE curriculum

Balance assessed with the HUR BT4 platform

Sheehan & Katz [39], Canada

Cluster-randomized trial (pre–post),

school setting,

Physical education (PE) classes

n = 61

9–10 y

44% girls

56% boys

6 weeks,

4–5 days/week,

30 min/session

Total of 720–900 min

iDance, Wii Fit Plus, XR-Board Dueller System (snowboard simulator) and Lightspace Play Wall

Participants interacted with the software via a handheld controller, a balance board and sensors on the floor and the wall

EXP: participants rotated across the exergaming stations. Task difficulty was automatically adjusted. A PE specialist supervised the sessions

CON1: participants practiced activities on agility, balance and coordination. A PE specialist ran the sessions

CON2: participants practiced the regular PE curriculum

Balance assessed with the HUR BT4 platform

Vernadakis et al. [38],

Greece

RCT (pre–post-retention),

school setting

n = 66,

6.4 ± 0.7 y

45,5% girls

54,5% boys

8 weeks,

2 days/week

30 min/session

Total of 480 min

Xbox Kinect; sport games that required the use of object control skills (NBA Baller Beats and Kinect Sports: Baseball mini games, NBA Baller Beats, Bowling mini games, Soccer mini games)

Participants interacted with the software via their body movement

EXP: Xbox Kinect object control training. A plan was specifically designed to develop object control skills, and within this plan, children had opportunity to choose the order in which they would play the games. All sessions were led by a single instructor who provided instruction and feedback on how to perform the necessary movements in each game; each session contains warm-up, motor skill instruction and closure activities

CON1: same lesson structure and content of EXP, but practice was performed in the sports hall and led by a teacher

CON2: no object control training; outdoor activities at playground area

TGMD-2: Object control skills (striking stationary ball, stationary dribble, kicking, catching, overhand throwing, underhand rolling)

Each item received a score of 1 (or 0) if correctly (or not) executed based on standard movement criteria

Ye et al. [35], United States

Non-randomized trial (pre–post),

school setting,

PE classes

n = 261

8.3 ± 0.7 y

51% girls

49% boys

9 months,

2 days/fortnight

25 min/session

Unclear total number of sessions

Nintendo Wii; Xbox Kinect. A variety of games were selected from both exergame consoles

Participants interacted with the software via a handheld controller and their body movement

EXP: participants alternated weeks of regular PE curriculum and weeks of exergaming practice. In the exergaming practice, participants played a variety of exergames individually, in pairs or in group with the supervising teacher or research assistant assisting children in game play throughout

CON: participants practiced the regular PE curriculum

Maximum kicking speed, maximum throwing speed, maximum long standing jump distance and average hopping height were measured using custom-made tests

  1. TGMD-2 Test of Gross Motor Development, 2nd edition, TGMD-3 Test of Gross Motor Development, 3rd edition, M-ABC-2 Movement Assessment Battery for Children, 2nd edition, BOT-2 Bruininks–Oseretsky Test of Motor Proficiency, 2nd edition